zombiesurvival-evolved/gamemodes/zombiesurvival/entities/weapons/weapon_zs_basethrown/shared.lua
William Moodhe e9da54c2f9 ZS updates for 2014-2018
Too many changes to list.
2018-05-01 18:32:59 -04:00

101 lines
2.1 KiB
Lua

SWEP.Base = "weapon_zs_base"
SWEP.ViewModel = "models/weapons/c_grenade.mdl"
SWEP.WorldModel = "models/weapons/w_grenade.mdl"
SWEP.UseHands = true
SWEP.AmmoIfHas = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = "grenade"
SWEP.Primary.Delay = 1.25
SWEP.Primary.DefaultClip = 1
SWEP.Primary.Sound = Sound("WeaponFrag.Throw")
SWEP.Secondary.ClipSize = 1
SWEP.Secondary.DefaultClip = 1
SWEP.Secondary.Ammo = "dummy"
SWEP.WalkSpeed = SPEED_FAST
SWEP.AllowQualityWeapons = false
function SWEP:Initialize()
self:SetWeaponHoldType("grenade")
GAMEMODE:DoChangeDeploySpeed(self)
if CLIENT then
self:Anim_Initialize()
end
end
function SWEP:Precache()
util.PrecacheSound("WeaponFrag.Throw")
end
function SWEP:CanPrimaryAttack()
if self:GetOwner():IsHolding() or self:GetOwner():GetBarricadeGhosting() then return false end
if self:GetPrimaryAmmoCount() <= 0 then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
return false
end
return self:GetNextPrimaryFire() <= CurTime()
end
function SWEP:PrimaryAttack(secondary)
if not self:CanPrimaryAttack() then return end
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self:EmitSound(self.Primary.Sound)
self:TakePrimaryAmmo(1)
self:ShootBullets(secondary)
self.NextDeploy = CurTime() + 1
end
function SWEP:SecondaryAttack()
self:PrimaryAttack(true)
end
function SWEP:CanSecondaryAttack()
return false
end
function SWEP:Reload()
return false
end
function SWEP:Deploy()
GAMEMODE:WeaponDeployed(self:GetOwner(), self)
if self:GetPrimaryAmmoCount() <= 0 then
self:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
end
return true
end
function SWEP:Holster()
self.NextDeploy = nil
return true
end
function SWEP:Think()
if self.NextDeploy and self.NextDeploy <= CurTime() then
self.NextDeploy = nil
if 0 < self:GetPrimaryAmmoCount() then
self:SendWeaponAnim(ACT_VM_DRAW)
else
self:SendWeaponAnim(ACT_VM_SECONDARYATTACK)
if SERVER then
self:GetOwner():StripWeapon(self:GetClass())
end
end
elseif SERVER and self:GetPrimaryAmmoCount() <= 0 then
self:GetOwner():StripWeapon(self:GetClass())
end
end